planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
92 lines (72 loc) • 2.54 kB
JavaScript
/*
* MIT License
* Copyright (c) 2019 Erin Catto
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
planck.testbed('ConvexHull', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World();
testbed.x = 0;
testbed.y = 0;
var COUNT = 8;
var auto = false;
var points = [];
var shape;
Generate();
function Generate() {
var lowerBound = Vec2(-8.0, -8.0);
var upperBound = Vec2(8.0, 8.0);
points.length = 0;
for (var i = 0; i < COUNT; ++i) {
var x = 10.0 * Math.random() - 5;
var y = 10.0 * Math.random() - 5;
// Clamp onto a square to help create collinearities.
// This will stress the convex hull algorithm.
var v = Vec2.clamp(Vec2(x, y), lowerBound, upperBound);
points.push(Vec2(x, y));
}
shape = pl.Polygon(points);
}
testbed.keydown = function(code, char) {
switch (char) {
case 'Z':
auto = !auto;
break;
case 'X':
Generate();
break;
}
};
testbed.info('X: Generate a new random convex hull, Z: Auto-generate');
testbed.step = function() {
testbed.drawPolygon(shape.m_vertices, testbed.color(0.9, 0.9, 0.9));
for (var i = 0; i < points.length; ++i) {
testbed.drawPoint(points[i], 3.0, testbed.color(0.3, 0.9, 0.3));
// testbed.drawString(points[i] + Vec2(0.05, 0.05), "%d", i);
}
// if (shape.validate() == false) {
// m_textLine += 0;
// }
if (auto) {
Generate();
}
};
return world;
});